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Ugmar
11-10-2010, 03:36 PM
Hi all, and thank you for viewing this. I was a huge fan of the old school EQ model, and figured this would be a fun revisit.

Some things I was wondering.

Single biggest question, what classes seem really under or over represented in the population at the 40+ level range? I was leaning towards Cleric/Shaman/Bard/Enchanter. Though I am always open to suggestions.

The other question is are the original exp penalties still in this game based on classes and races? I remember hybrids (SK/Ranger/Pally) having a huge penalty, as well as Trolls having a large one. If this is still in do we have a chart some where? I could not find it.

Is the exp progression the same as live or has it been sped up as I have seen it on many other servers?

Are manastones still in, or have they been removed for balance reasons?

Thank you all, and pleasant adventuring.

Dr4z3r
11-10-2010, 03:44 PM
Mages, Necros, and Druids are very popular, as they were in classic.

Exp. penalties are as they were in classic.

Manastones once were available, but no longer are, as they were in classic.

If you're seriously still wondering about whether the exp progression has been sped up, you must have booted up your computer and browser, and made a forum account, by dumb luck alone.

Dumesh Uhl'Belk
11-10-2010, 03:53 PM
More bards please!

Any of those classes would be useful though.

Exp is pretty close to what it was on live. It is not purposefully accelerated.

Manastones no longer drop, but are still traded on the open market.

Racial and class penalties are in game.

Penalties do not reduce xp gained, they instead increase the amount of xp required to level up. Race and class penalties are multiplicative.

Halfing .95
Barbarian 1.05
Ogre 1.15
Troll 1.2

Rogue .905
Warrior .9
Mage, Enchanter, Wizard, Necro 1.1
Monk 1.2
Bard, Paladin, Ranger, Shadowknight 1.4

If a race or class isn't listed above, it has no modifier. So, a halfling rogue takes .95*.905 = .85975 or about 85% of the xp that a human cleric takes to level. Similarly, a Troll Shadowknight takes 1.2*1.4 = 1.68 or 168% of the xp it takes a human cleric to level. If you have any other ?s about the modifiers or how they affect grouping and soloing, you can do a forum search or PM me.

Jhaaz
11-10-2010, 07:59 PM
More bards please!

Any of those classes would be useful though.

Exp is pretty close to what it was on live. It is not purposefully accelerated.

Manastones no longer drop, but are still traded on the open market.

Racial and class penalties are in game.

Penalties do not reduce xp gained, they instead increase the amount of xp required to level up. Race and class penalties are multiplicative.

Halfing .95
Barbarian 1.05
Ogre 1.15
Troll 1.2

Rogue .905
Warrior .9
Mage, Enchanter, Wizard, Necro 1.1
Monk 1.2
Bard, Paladin, Ranger, Shadowknight 1.4

If a race or class isn't listed above, it has no modifier. So, a halfling rogue takes .95*.905 = .85975 or about 85% of the xp that a human cleric takes to level. Similarly, a Troll Shadowknight takes 1.2*1.4 = 1.68 or 168% of the xp it takes a human cleric to level. If you have any other ?s about the modifiers or how they affect grouping and soloing, you can do a forum search or PM me.

Hmmm... new player here, was trying to decide a class. Another factor is the cost of gear, like the melee classes will need alot more gear to start off with than casters can get away with. Being new and first toon, means broke and no gear. Not sure it is wise to pick a class like say warrior that needs a ton of gear to not suck as a first toon.

Might play either a druid, wizzy or mage not sure yet. I really wanted to play a ranger but a naked ranger may not do so well off as a caster would, just starting out. I play a mage that was naked till like 45th lvl on the progression server, ;P.

Old Dog
11-11-2010, 05:27 PM
Ugmar,

I saw you running around Innothule yesterday. I am new too and chose to go with a shaman as well since it is the only healer I have not played (as a main). Everyone seems nice, answers OOC questions and hopefully my brother in law leaves WoW to play his necro with me.

See you out there

Level 5 Shaman

Extunarian
11-11-2010, 05:34 PM
Penalties do not reduce xp gained, they instead increase the amount of xp required to level up.

Is this true? How would penalties be shared in groups if this was the case?

oldhead
11-11-2010, 08:05 PM
Single biggest question, what classes seem really under or over represented in the population at the 40+ level range? I was leaning towards Cleric/Shaman/Bard/Enchanter. Though I am always open to suggestions.

See this post here
http://www.project1999.org/forums/showpost.php?p=172001&postcount=5

Any of what you picked are fine... many people say chanters is over populated but not many grouping chanters. Just a lot of solo'in alts.


The other question is are the original exp penalties still in this game based on classes and races? I remember hybrids (SK/Ranger/Pally) having a huge penalty, as well as Trolls having a large one. If this is still in do we have a chart some where? I could not find it.

Yes, its still in there... and yes it does effect the groups exp. They made this change recently and many SK's and Pala's say they can feel the sting of it.

Is the exp progression the same as live or has it been sped up as I have seen it on many other servers?

its been slowed down. Its progression runs at the pace of the developers. They work as fast as they can and will push the expansions in the same timeline as classic if possible.

Are manastones still in, or have they been removed for balance reasons?

Still in... just like live all the pre-nerf stuff dropped for a short time and then no longer dropped. They are trying to make the server as much like classic as possible within reason.

Thank you all, and pleasant adventuring.

Dumesh Uhl'Belk
11-12-2010, 02:29 PM
Is this true? How would penalties be shared in groups if this was the case?

There are two factors to consider when understanding how xp works in groups.

1. How much total xp is the mob worth?

2. How will that xp be divided among the members of the group?

To address #1 I'll point out that only 3 things affect the amount of xp a creature gives.

1. Mob level: as a base amount, all mobs of the same level give the same xp

2. ZEM (Zone Experience Modifier): all zones apply a multiplier to the base xp. Dungeons and newbie yards tend to tbe the best multipliers, outdoor zones less so. You can search these forums to find the list of ZEMs used here.

3. Group Bonus: Each person in a group past the first grants a cumulative 2% bonus to the base xp of each kill. So, for example, a 6 person group gets 10% more experience for each kill than a solo player. Similarly a 4 person group gets 6% more.

Now, I'll address how the xp is divided among the members of the group.

XP is split in shares proportional to the current xp totals of each player vs the current total xp of the party. First I'll give an example, and then I'll discuss what it means.

Current XP totals:
Player 1: 10,000
Player 2: 12,000
Player 3: 16,000

Each players' cut is the percentage of the total party xp they have:
Player 1: (10,000/38,000) = 26.3%
Player 2: (12,000/38,000) = 31.6%
Player 3: (16,000/38,000) = 42.1%

So each time this hypothetical party kills a mob, a bonus of 4% to the base value of the mob will be added to the pot and then be split with those percentages. As an example, let's say they kill a mob that is worth 150xp base in a zone with a 2.00 ZEM (like upper guk). The mob will grant a total of (150*2.0*1.04) or 312xp.

Split of the 312xp:
Player 1: 26.3% of 312xp = 82xp
Player 2: 31.6% of 312xp = 99xp
Player 3: 42.1% of 312xp = 131xp

So, now that you know how that works, what are the implications?

Well, it means that grouping with people who have more xp than you do reduces the amount of xp that you get for each mob kill. Sometimes this ends up being a net positive because the player with more xp can help the group kill faster than someone with a lower xp total. Sometimes this ends up being a net negative because the group kill speed does not improve by enough.

Hybrids require more xp to gain each level, so a level 10 paladin has 40% more xp than a level 10 cleric. Similarly, a level 14 cleric has a lot more xp than a level 10 cleric. Grouping with either of these characters reduces your xp per kill. I've addressed this issue in several other posts with more detailed math that shows the magnitude of the effect. Feel free to use the search button for more info.